Bloody Genius
- Last updated Dec 16, 2018 (Rastakhan)
- Edit
- |
Wild
- 12 Minions
- 15 Spells
- 2 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Fatigue Warrior
- Crafting Cost: 11340
- Dust Needed: Loading Collection
- Created: 12/10/2018 (Rastakhan)
- Aezuriel
- Registered User
-
- 4
- 18
- 41
-
Battle Tag:
N/A
-
Region:
US
-
Total Deck Rating
99
This deck has been modified to push more into a tempo form since it was originally published. Changes in the meta, always necessitate that we adapt and evolve. As we do so, however, we always want to remember our roots. If you want to see the original concept, I have preserved it in the following spoiler.
|
|||
---|---|---|---|
Minion (4)
|
Ability (22)
|
Weapon (2)
|
Playable Hero (2) |
Loading Collection |
Introduction
So here's a shell I am tooling around that seems to be catching people off guard. It is part Mech, part Control, part Fatigue and stupidly fun to play.
Early game you are simply stalling, drawing/sculpting hand, and throwing your enemy off your trail, while building up armor. Mid Game, you are playing to what you've drawn. Late game you fall back on one of the following:
- Dead Man's hand with Control -- Passively letting your opponent mill out and stack up Corrupted Blood
- Dead Man's hand generating big hits between Akali and Zilliax
- Stocking your deck with Omega Assemblies to unpack in hand and refill your tempo alongside Dr. Boom's Hero Power.
Core Synergies
The Rush Play:
Akali, and Zilliax are best buddies when is comes to big explosive plays and recovery. It gets even more disgusting when you throw Dead Man's Hand into the mix allowing you to wombo Akali with a copy of herself, and combo more than once in a game (given the need or opportunity).
Fast and Furious:
Dr. Boom to doesn't just have a bunch of different hero Powers, he also gives all your Mechs Rush. Going "infinite" by saving Omega Assembly for late (with Dead Man's), gives you options for board control that doesn't involve burning valuable other resources. Not only does this take some of the burden off your other spells, but sometimes means getting extra copies of Zilliax for playtime with Akali!
The Long Game:
Dead Man's hand alone, is extremely valuable for late game value in games that look like they are going to fatigue. Hakkar, doubles down on late game giving you a source of late game grind even before fatigue is guaranteed to hit. Corrupted Blood punishes decks that want to draw out way too fast, and it accelerates very quickly once it starts rolling. This also gives you some surprising reach versus decks that want to stack tons of excess health or armor. To drive drive it all home... the extra copies of cards we make with Dead Man's Hand help to manage our probability of triggering corrupted blood versus our opponent.
Card Choices
- Omega Assembly -- Can be used early game if you need a creature for tempo. Late game becomes a card advantage engine.
- Shield Slam -- Spot removal based on stacked armor. can be used to suicide Hakkar if necessary.
- Cornered Sentry -- Decent ward with a downside that can be mitigated by a number of effects from our deck. Sometimes you even use it to play with Brawl math.
- Dead Man's Hand -- Long game deck stuffing and fatigue engine
- Drywhisker Armorer -- Armor stacker for big boards. Great for getting a body in play along with the armor.
- Execute -- Spot removal that plays nice with all the whirlwind/ping damage in the deck. Always try to restock one of these (with another ping too if there isn't one in your deck) when using dead man.
- Heroic Strike -- Sometimes you just gotta do stuff yourself. Early game removal, stacks with weapon attack. And sometimes even goes face.
- Slam -- Cantrip damage or spot removal.
- Warpath -- Whirlwind with Echo.
- Weapons Project -- Armor stacking and Weapon disruption.
- Acolyte of Pain -- Card drawing on a body. Can draw multiple cards if left unattended.
- Gluttonous Ooze -- Weapon disruption. Sometimes just tempo-d out for a body, can combo for a cute bonus after your weapons project... if you don't need it for something else.
- Blood Razor -- AoE, board chewing weapon.
- Brawl -- One copy because we have so much other removal, it can clog our hand to get multiples, especially after we start using dead man.
- Dyn-o-matic -- Mini-AoE on a body, similar to Brawl... and its a Mech :)
- Harrison Jones -- Weapon removal that also draws us cards. Can be used on weapons project if you don't need it for other targets.
- Zilliax -- All around good creature, taunt, lifesteal. Great combos with Akali.
- Dr. Boom, Mad Genius -- hero replacement that gives us ridiculous options with our hero power, and also gives rush to all our Mechs.
- Akali, the Rhino -- Rush removal that sets up something BIG in your hand. Combos with Zilliax or itself (after you Dead Man's). if necessary, you can even stock your deck with a tiny rush minion to still get the effect.
- Hakkar, the Soulflayer -- Punishes decks that like to draw heavy, and magnifies Fatigue. Harder to get out without some form of recruit, but still incredibly valuable.
Gameplay Videos
This one is courtesy of Tommy Wave who braved playing the original version of the deck blind on his stream. Lots of good observations, especially about learning the deck. Thanks for the video Tommy!
Here is one from my Original Build (before Oondasta)
Conclusion
This list has come a long way with input, and refinement from its original form, but am still excited to share it and get feedback from other players. I will happily keep evolving it with continued interest.
Yeah it will take some getting used to and remembering what you shuffled in the deck, and knowing what not to shuffle in. I played a few games with a couple cards swapped around and I love it. 2 games were very close and I misplayed a couple times by running out of minions. Played a little more carefully for a couple more games and won pretty easily. My changes are - Garrosh, - 1x Forge of Souls + Oondasta + Bring it On!. Pretty sure this will be my main deck for awhile. Might have to recraft Garrosh at some point, darn it!
I would hesitate to cut Forge of Souls, as it allows us to clone and fetch Woecleaver late -- and Woecleaver helps us to re-thin our deck to improve draw quality. I have actually cut one Blood Razor and kept Forge at x2 for that reason, and I seem to be OK... but that hurts the aggro matchups a little -- so you have to mind your matchups some.
If you just want to try it out as is... you can try to sub Molten edge in for Woecleaver and just get lucky, snapshotting it (with Dead Man's) and then using your tutor.
You can still abuse Dead Mans Hand without the recruit engine, but you would probably want to take out Hakkar as well. You could try slotting in something like Gorehowl or another weapon for big creatures... or you could tinker around with the numbers and add in some other, smaller, non-rush minions, since you don't care about your recruit quality anymore.
In fact, there might be a case to try the Pyromancer/Acolyte of Pain engine to bolster your draws and sculpt out Dead Man's faster. But it would also be fundamentally different, so it the larger shift in playstyle might reconstitute half the deck (I might just try to build something like that!).
silence ruins this deck
also weapon project seems useless
Silence only shuts off individual effects. It doesn't prevent you from abusing Dead Man's Hand to keep on generating threats.
Weapons Project is an additional source of Armor generation that also disrupts enemy Weapons.
can u provide stats, rank, server ?
Why are stats needed for it? This deck is clearly not some meta-breaking T1 deck. Just try it out and have fun with it or play more successful decks.
making screen with stats is smth like 1 min of work
I have roughly a 60% winrate with different versions of the deck. The spread between all the different variations is 53-77. However I have not been playing this at Legendary, so some of the numbers are going to be skewed. Also, because I am literally the creator of this very specialized toolbox, my winrate is going to be higher than someone playing the deck blind.
Most importantly, the winrate of the deck isn't going to matter unless and until it is played by enough people that it that trackers can collect meaningful stats instead of the small sample size of one person's games. That is a flaw of every decklist with "X% winrate" in the title. It is an attention grab more than a meaningful measure of a deck, and I don't have the brass knobs to assume I've created a metabreaking masterpiece. All have done here is find a mix that hits the meta from a very different angle, while showcasing what warrior can do even if it isn't the strongest class at present.
The core deck is likely going to be more of a tournament style deck than a ladder deck, and if you need the stats before you pick it up it probably isn't right for you. That is why I am working on a more ladder friendly version in the tempo version.